Since Diablo II runs with 2D graphics, at 25 frames per second, events can only occur at discrete numbers of frames. As a result of this, improvements to attack rate, casting speed, hit recovery, and blocking rate are not measured by the number of frames required to display the motion. If a normal attack with a given weapon takes 10 frames, some amount of faster attack bonus will drop it down to 9 frames, but until that amount is reached, no improvement will occur. Players call the amounts of improvement necessary to cause a change "breakpoints."
Speeds for all of these properties vary greatly between the different characters and items. Many attack skills have their own speeds and breakpoints. Other skills (such as Fanaticism) modify the overall speed of all attacks.
Values must meet or exceed numbers to achieve that breakpoint. If a breakpoint requires 48% Faster Hit Recovery, you will not get it with 46% or 47%. You must get to 48%, and then anything above that will cause no change until you meet or exceed the next breakpoint.
Increased speeds are displayed by dropping frames of animation. This can result in very fast movements looking choppy. For instance, if a character's basic attack with a given weapon requires 12 frames for the full animation (showing the arm swinging, the weapon descending, the hit landing, and then the weapon being lifted back to the ready pose), and your character has that attack down to 5 frames, thanks to a lot of IAS and a boost from Fanaticism, 7 of the 12 frames of animation will not be shown. The game will only display the weapon at the top, halfway down, hitting, halfway back up and at rest.
Since all hirelings in mod were changed, their breakpoints are equal to corresponding breakpoints of characters.
Increase Attack SpeedAttack speed depends on many factors, so we provided no tables. You can use online calc.
Faster Cast Rate
Faster casting rate is found on a variety of equipment. This stat is most important for spell-casters, for obvious reasons. All spells are affected by this value, but note that some spells have a 1 second, or longer, delay between uses. For those spells, FCR equipment will lower the frames required for the actual casting animation, but the 1 second delay will still run (for 25 frames) after each cast.For instance, if your character takes 11 frames to cast a spell that has a 1 second delay, that's 11 + 25 = 36 frames per use. If you you use FCR equipment to cut your casting frames to 7, you'll still have to wait 7 + 25 = 32 frames to cast it again. Saving 4 frames ever time you cast a spell will certainly add up over hundreds of casts, but the difference is less noticeable than it is with spells you can "spam" as quickly as your character can cast them. FCR (unlike other such modifiers) have effective cap with 175% value.
Faster Hit RecoveryThe hit recovery counter is triggered by some damage taken, as well as result of Stun and Knockback effects. When this happens your character is knocked into a "hit stun" animation, which must be completed before you can take another action. Characters (or mercs or monsters) may be stunned repeatedly, trapping them in "stun lock," a very dangerous situation.
Following situations trigger hit recovery:
- MaxLife/divisor < damage < 2*MaxLife/divisor, chance to get Hit Recovery is 37,50%;
- 2*MaxLife/divisor < damage < 4*MaxLife/divisor, chance to get Hit Recovery is 75%;
- Damage > 4*MaxLife/divisor, chance to get Hit Recovery is 100%.
divisor depends on damage dealing skill and can be equal to 8 or 16.
Faster Block RateA character goes into block animation if its opponent succeeds in the hit check and the character succeeds in a blocking check. The character can do nothing else during the blocking animation. Blocking is only possible while engaged in melee combat, or while walking. (Not while running.) See the blocking article for more details. When block animation plays all incoming hits can be blocked also, but animation don't start again, so character can't be locked in block-lock.
Hirelings, despite of they are capable to wear shields, can't block.
|Paladin||w/out Holy Shield||0||13||32||86||600|
|with Holy Shield||0||86|
/sequence tables for FCR, А1 calc for morphs(?)/